[HELP] Tiles dont line up right

Jerky

17-10-2005 08:28:52

I finally got my own tiles in, and they work. But....there is a problem. I know it probably has to do with one of the .cfg files, but I am not sure which setting makes this happen:


The original height map was 512x256 so I told it to tile 2x1. That crease happens right in the center of the tile. Here is what the original looks like:


This brings me to my next question (which I have wondered for quite some time, but never got around to playing with PLSM2 til now):

Is there a way for it to always keep tiles connected so this does not happen? I was able to create our whole world in one very large mesh (~7 million polygons) in ZBrush. I can then export any single tile (a zoomed portion of my choosing) at any resolution I want and get the heightmap(alpha). The problem with this is that each tile starts at black (0) and goes to white (255). Will this cause problems for the entire continent, once all the tiles are connected? What I mean is, does the lowest point of the continent have to be black and the highest point white, or can each tile have its own values (black to white)? It seems that each tile will end up looking like my problem unless there is a way to force them to match adjacent tiles.

Say I have two tiles. The tile on the right has its highest point on the left edge, right where it touches the adjacent tile. The tile on the left also has its high point on the left. This makes its low point (black) on its right edge. Where these tiles come together, you would have a white to black seam. Is there a way to force them to align, allowing the slope to continue upwards (or down) regardless of the values on the adjacent tiles?

Sorry if this is a bit confusing. I can draw what I mean and try to explain it better if needed.

tuan kuranes

17-10-2005 09:52:51

Using Ati opengl + Hardware morphing leads to a driver bug.


Pages contains tiles. each pages is a heightmap + textures, tiles are part of those files, mainly divided for performance reason (more LOD, more GPU friendly)
512x256 should rather be on 2x1 pages but many more tiles (4x4).

the whole continent must share same semantic, a value of 143 in one heightmap page must be resulting exaclty same height in another heightmap having a value of 143.

You should use 16 bits grayscale heightmaps, that leads to 0-65355 heights possible, resulting in much more smoother terrains.


Then if your problem is that heightmap pages is created on the fly and you want plsm2 to connect them instead of the heightmap page "server", use the blendneibor datasrc.